• Fragment shaders are optional.

    片段着色器可选的。

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  • Vertex shaders are not optional.

    顶点着色器选的。

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  • You can add new shaders and tweak them.

    可以添加新的着色器进行调节

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  • Overlay: GUITexture, Halo, Flare shaders.

    光晕着色器闪光着色器。

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  • JOGL, simple example with shaders, VAO and index array.

    与着色器JOGL简单例子,农村村民索引数组

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  • Shaders can be compiled and partially optimized offline.

    着色器可以编译在脱机状态下进行部分优化

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  • This is why you're hearing recommendations to use shaders.

    就是为什么听到建议使用着色器

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  • I'm interested in learning about audio visualization with shaders.

    学习关于音频可视化兴趣着色器。

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  • Apply toners, highlights, glazes or shaders to obtain desired finish.

    应用墨粉亮点釉料着色器达到理想的光洁度。

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  • If possible simplify your pixel shaders by moving code to vertex shader.

    如果可能,为了简化像素着色器,把代码移动顶点着色器中。

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  • You should replace alpha-test shaders with alpha-blend if at all possible.

    应该替换带有alpha混色的alpha测试着色器,尽一切可能

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  • Learn to create realistic sub-surface skin shaders for a variety of skin types.

    学习创建逼真的次表面皮肤着色器,适用于各种皮肤类型。

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  • All your existing projects, all your shaders and graphics effects should just work.

    所有现有项目,以及所有着色图形效果应该工作

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  • That means that the graphics card's shaders can be used from within any application.

    意味着图形渲染可以任何应用程序内使用

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  • How many vertices are "ok" depends on the GPU and the complexity of vertex shaders.

    到底多少顶点ok,依赖于具体GPU设备顶点着色器的复杂度

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  • Shaders are small programs that execute on the GPU, and loading them can take some time.

    着色器GPU执行程序加载它们需要一些时间。

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  • It is used to draw a very simple triangle with the help of a vertex and fragment shaders.

    用来非常简单三角形一个顶点碎片着色器帮助下

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  • If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.

    如果使用自定义着色器它们必须pixel - lit并使用几何渲染队列。

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  • Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.

    使用像素着色器纹理合并混合几个纹理而不是通道逼近。

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  • How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?

    如何通过一个附加纹理顶点片段着色器

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  • You should always specify the precision of floating point variables when writing custom shaders.

    编写自定义着色器应该始终指定浮点变量精度

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  • This includes the ability to define and use vertex and fragment shaders using the GLSL language.

    包括定义使用顶点碎片着色器使用GLSL语言能力

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  • You should always specify the precision of floating point variables when writing custom shaders.

    自定义着色器应该指定浮点精度

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  • Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.

    使用合并像素着色器,混合多个纹理而不是用多通道方法

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  • Write shaders for special effects relating to volumes, custom lighting, and non-photorealistic media.

    着色器负责有关定制特殊灯光效果非真实感媒体。

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  • When implementing complex shaders or Image Effects, keep Rendering Differences Between Platforms in mind.

    你编写复杂着色图像特效时,要切记不同平台渲染差异特性。

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  • We will see how the texture can have a huge impact on our lights and shaders and how to balance everything.

    我们看到如何纹理我们灯光阴影影响巨大,如何平衡一切

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  • You will learn about texturing your objects and look at various different shaders to make different materials.

    了解对象纹理观察各种不同材质进行不同的材料

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  • Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.

    核心层——基于XNA开发,针对3D动画一样的高端图像或者使用自定义像素着色器进行渲染

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  • Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.

    核心层——基于XNA开发,针对3D动画一样的高端图像或者使用自定义像素着色器进行渲染

    youdao

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